/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model;

import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ScheduledFuture;
import java.util.logging.Logger;

import javolution.util.FastList;
import javolution.util.FastMap;
import net.sf.l2j.Config;
import net.sf.l2j.gameserver.ThreadPoolManager;
import net.sf.l2j.gameserver.ai.L2AttackableAI;
import net.sf.l2j.gameserver.datatables.SpawnTable;
import net.sf.l2j.gameserver.model.actor.L2Attackable;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.model.actor.L2Playable;
import net.sf.l2j.gameserver.model.zone.L2ZoneType;
import net.sf.l2j.gameserver.model.zone.type.L2DerbyTrackZone;
import net.sf.l2j.gameserver.model.zone.type.L2PeaceZone;
import net.sf.l2j.gameserver.model.zone.type.L2TownZone;

/**
 * This class ...
 *
 * @version $Revision: 1.3.4.4 $ $Date: 2005/03/27 15:29:33 $
 */
public final class L2WorldRegion
{
    private static Logger _log = Logger.getLogger(L2WorldRegion.class.getName());

    /** L2ObjectHashSet(L2PlayableInstance) containing L2PlayableInstance of all player & summon in game in this L2WorldRegion */
    private Map<Integer,L2Playable> _allPlayable;

    /** L2ObjectHashSet(L2Object) containing L2Object visible in this L2WorldRegion */
    private Map<Integer,L2Object> _visibleObjects;

    private List<L2WorldRegion> _surroundingRegions;
    private int _tileX, _tileY;
    private Boolean _active = false;
    private ScheduledFuture<?> _neighborsTask = null;
    private final FastList<L2ZoneType>			_zones;

    public L2WorldRegion(int pTileX, int pTileY)
    {
        _allPlayable = new FastMap<Integer, L2Playable>().setShared(true);
        _visibleObjects = new FastMap<Integer, L2Object>().setShared(true);
        _surroundingRegions = new ArrayList<L2WorldRegion>();

        _tileX = pTileX;
        _tileY = pTileY;

        // default a newly initialized region to inactive, unless always on is specified
        if (Config.GRIDS_ALWAYS_ON)
            _active = true;
        else
            _active = false;
        _zones = new FastList<L2ZoneType>();
    }

	public FastList<L2ZoneType> getZones()
	{
		return _zones;
	}
	
    public void addZone(L2ZoneType zone)
    {
    	_zones.add(zone);
    }

    public void removeZone(L2ZoneType zone)
    {
    	_zones.remove(zone);
    }

    public void revalidateZones(L2Character character)
    {
        // do NOT update the world region while the character is still in the process of teleporting
    	// Once the teleport is COMPLETED, revalidation occurs safely, at that time.

		if (character.isTeleporting())
			return;

		for (L2ZoneType z : getZones())
		{
			if(z != null) z.revalidateInZone(character);
		}
	}

    public void removeFromZones(L2Character character)
	{
		for (L2ZoneType z : getZones())
		{
			if(z != null) z.removeCharacter(character);
		}
	}
    
    public boolean containsZone(int zoneId)
	{
		for (L2ZoneType z : getZones())
		{
			if (z.getId() == zoneId)
			{
				return true;
			}
		}
		return false;
	}
    
    public boolean checkEffectRangeInsidePeaceZone(L2Skill skill, final int x, final int y, final int z)
    {
    	final int range = skill.getEffectRange();
    	final int up = y + range;
    	final int down = y - range;
    	final int left = x + range;
    	final int right = x - range;

    	for (L2ZoneType e : getZones())
    	{
    		if ((e instanceof L2TownZone && ((L2TownZone)e).isPeaceZone()) || e instanceof L2DerbyTrackZone || e instanceof L2PeaceZone)
    		{
    			if (e.isInsideZone(x, up, z))
    				return false;

    			if (e.isInsideZone(x, down, z))
    				return false;

    			if (e.isInsideZone(left, y, z))
    				return false;

    			if (e.isInsideZone(right, y, z))
    				return false;

    			if (e.isInsideZone(x, y, z))
    				return false;
    		}
    	}
    	return true;
    }

    public void onDeath(L2Character character)
	{
		for (L2ZoneType z : getZones())
		{
			if(z != null) z.onDieInside(character);
		}
	}

    public void onRevive(L2Character character)
	{
		for (L2ZoneType z : getZones())
		{
			if(z != null) z.onReviveInside(character);
		}
	}

    /** Task of AI notification */
    public class NeighborsTask implements Runnable
    {
        private boolean _isActivating;

        public NeighborsTask(boolean isActivating)
        {
            _isActivating = isActivating;
        }

        public void run()
        {
            if (_isActivating)
            {
                // for each neighbor, if it's not active, activate.
                for (L2WorldRegion neighbor: getSurroundingRegions())
                    neighbor.setActive(true);
            }
            else
            {
                if(areNeighborsEmpty())
                    setActive(false);

                // check and deactivate
                for (L2WorldRegion neighbor: getSurroundingRegions())
                    if(neighbor.areNeighborsEmpty())
                        neighbor.setActive(false);
            }
        }
    }

    private void switchAI(Boolean isOn)
    {
        int c = 0;
        if (!isOn)
        {
        	Collection<L2Object> vObj = _visibleObjects.values();
        	//synchronized (_visibleObjects)
        	{
        		for(L2Object o: vObj)
        		{
        			if (o instanceof L2Attackable)
        			{
        				c++;
        				L2Attackable mob = (L2Attackable)o;

        				// Set target to null and cancel Attack or Cast
        				mob.setTarget(null);

        				// Stop movement
        				mob.stopMove(null);

        				// Stop all active skills effects in progress on the L2Character
        				mob.stopAllEffects();

        				mob.clearAggroList();
        				mob.getKnownList().removeAllKnownObjects();

        				mob.getAI().setIntention(net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE);

        				// stop the ai tasks
        				((L2AttackableAI) mob.getAI()).stopAITask();
        			}
        		}
        	}
            _log.fine(c+ " mobs were turned off");
        }
        else
        {
        	Collection<L2Object> vObj = _visibleObjects.values();
        	//synchronized (_visibleObjects)
        	{
        		for(L2Object o: vObj)
        		{
        			if (o instanceof L2Attackable)
        			{
        				c++;
        				// Start HP/MP/CP Regeneration task
        				((L2Attackable)o).getStatus().startHpMpRegeneration();
        			}
        			else if (o instanceof L2Npc)
        				((L2Npc)o).startRandomAnimationTimer();
        		}
        	}
        	//KnownListUpdateTaskManager.getInstance().updateRegion(this, true, true);
            _log.fine(c+ " mobs were turned on");
            
        }

    }

    public Boolean isActive()
    {
        return _active;
    }

    // check if all 9 neighbors (including self) are inactive or active but with no players.
    // returns true if the above condition is met.
    public Boolean areNeighborsEmpty()
    {
        // if this region is occupied, return false.
        if (isActive() && !_allPlayable.isEmpty())
            return false;

        // if any one of the neighbors is occupied, return false
        for (L2WorldRegion neighbor: _surroundingRegions)
            if (neighbor.isActive() && !neighbor._allPlayable.isEmpty())
                return false;

        // in all other cases, return true.
        return true;
    }

    /**
     * this function turns this region's AI and geodata on or off
     * @param value
     */
    public void setActive(boolean value)
    {
        if (_active == value)
            return;

        _active = value;

        // turn the AI on or off to match the region's activation.
        switchAI(value);

        // TODO
        // turn the geodata on or off to match the region's activation.
        if(value)
            _log.fine("Starting Grid " + _tileX + ","+ _tileY);
        else
            _log.fine("Stoping Grid " + _tileX + ","+ _tileY);
    }

    /** Immediately sets self as active and starts a timer to set neighbors as active
     * this timer is to avoid turning on neighbors in the case when a person just
     * teleported into a region and then teleported out immediately...there is no
     * reason to activate all the neighbors in that case.
     */
    private void startActivation()
    {
        // first set self to active and do self-tasks...
        setActive(true);

        // if the timer to deactivate neighbors is running, cancel it.
        synchronized(this)
        {
        	if(_neighborsTask !=null)
        	{
        		_neighborsTask.cancel(true);
        		_neighborsTask = null;
        	}

        	// then, set a timer to activate the neighbors
        	_neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(true), 1000*Config.GRID_NEIGHBOR_TURNON_TIME);
        }
    }

    /** starts a timer to set neighbors (including self) as inactive
     * this timer is to avoid turning off neighbors in the case when a person just
     * moved out of a region that he may very soon return to.  There is no reason
     * to turn self & neighbors off in that case.
     */
    private void startDeactivation()
    {
        // if the timer to activate neighbors is running, cancel it.
    	synchronized(this)
        {
    		if(_neighborsTask !=null)
    		{
    			_neighborsTask.cancel(true);
    			_neighborsTask = null;
    		}

    		// start a timer to "suggest" a deactivate to self and neighbors.
    		// suggest means: first check if a neighbor has L2PcInstances in it.  If not, deactivate.
    		_neighborsTask = ThreadPoolManager.getInstance().scheduleGeneral(new NeighborsTask(false), 1000*Config.GRID_NEIGHBOR_TURNOFF_TIME);
        }
    }

    /**
     * Add the L2Object in the L2ObjectHashSet(L2Object) _visibleObjects containing L2Object visible in this L2WorldRegion <BR>
     * If L2Object is a L2PcInstance, Add the L2PcInstance in the L2ObjectHashSet(L2PcInstance) _allPlayable
     * containing L2PcInstance of all player in game in this L2WorldRegion <BR>
     * Assert : object.getCurrentWorldRegion() == this
     */
    public void addVisibleObject(L2Object object)
    {
        if (Config.ASSERT) assert object.getWorldRegion() == this;
        
        if (object == null) return;
        _visibleObjects.put(object.getObjectId(),object);

        if (object instanceof L2Playable)
        {
            _allPlayable.put(object.getObjectId(),(L2Playable) object);

            // if this is the first player to enter the region, activate self & neighbors
            if ((_allPlayable.size() == 1) && (!Config.GRIDS_ALWAYS_ON))
                startActivation();
        }
    }

    /**
     * Remove the L2Object from the L2ObjectHashSet(L2Object) _visibleObjects in this L2WorldRegion <BR><BR>
     *
     * If L2Object is a L2PcInstance, remove it from the L2ObjectHashSet(L2PcInstance) _allPlayable of this L2WorldRegion <BR>
     * Assert : object.getCurrentWorldRegion() == this || object.getCurrentWorldRegion() == null
     */
    public void removeVisibleObject(L2Object object)
    {
        if (Config.ASSERT) assert object.getWorldRegion() == this || object.getWorldRegion() == null;

        if (object == null) return;
        _visibleObjects.remove(object.getObjectId());

        if (object instanceof L2Playable)
        {
            _allPlayable.remove(object.getObjectId());

            if (_allPlayable.isEmpty() && !Config.GRIDS_ALWAYS_ON)
                startDeactivation();
        }
    }

    public void addSurroundingRegion(L2WorldRegion region)
    {
        _surroundingRegions.add(region);
    }

    /**
     * Return the FastList _surroundingRegions containing all L2WorldRegion around the current L2WorldRegion
     */
    public List<L2WorldRegion> getSurroundingRegions()
    {
        return _surroundingRegions;
    }

    public Map<Integer,L2Playable> getVisiblePlayable()
    {
        return _allPlayable;
    }

    public Map<Integer,L2Object> getVisibleObjects()
    {
        return _visibleObjects;
    }
   
    public String getName()
    {
        return "(" + _tileX + ", " + _tileY + ")";
    }

    /**
     * Deleted all spawns in the world.
     */
    public void deleteVisibleNpcSpawns()
    {
        _log.fine("Deleting all visible NPC's in Region: " + getName());
        Collection<L2Object> vNPC = _visibleObjects.values();
        //synchronized (_visibleObjects)
        {
        	for (L2Object obj : vNPC)
        	{
        		if (obj instanceof L2Npc)
        		{
        			L2Npc target = (L2Npc) obj;
        			target.deleteMe();
        			L2Spawn spawn = target.getSpawn();
        			if (spawn != null)
        			{
        				spawn.stopRespawn();
        				SpawnTable.getInstance().deleteSpawn(spawn, false);
        			}
        			_log.finest("Removed NPC " + target.getObjectId());
        		}
        	}
        }
        _log.info("All visible NPC's deleted in Region: " + getName());
    }
}
